Add and use ol.renderer.webgl.Layer#composeFrame
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@@ -21,8 +21,6 @@ goog.require('ol.layer.Tile');
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goog.require('ol.renderer.Map');
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goog.require('ol.renderer.webgl.ImageLayer');
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goog.require('ol.renderer.webgl.TileLayer');
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goog.require('ol.renderer.webgl.map.shader.Color');
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goog.require('ol.renderer.webgl.map.shader.Default');
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goog.require('ol.source.State');
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goog.require('ol.structs.Buffer');
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goog.require('ol.structs.LRUCache');
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@@ -93,18 +91,6 @@ ol.renderer.webgl.Map = function(container, map) {
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goog.events.listen(this.canvas_, ol.webgl.WebGLContextEventType.RESTORED,
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this.handleWebGLContextRestored, false, this);
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/**
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* @private
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* @type {ol.renderer.webgl.map.shader.Color.Locations}
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*/
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this.colorLocations_ = null;
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/**
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* @private
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* @type {ol.renderer.webgl.map.shader.Default.Locations}
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*/
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this.defaultLocations_ = null;
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/**
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* @private
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* @type {ol.structs.Buffer}
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@@ -319,8 +305,6 @@ ol.renderer.webgl.Map.prototype.getTileTextureQueue = function() {
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*/
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ol.renderer.webgl.Map.prototype.handleWebGLContextLost = function(event) {
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event.preventDefault();
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this.colorLocations_ = null;
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this.defaultLocations_ = null;
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this.textureCache_.clear();
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this.textureCacheFrameMarkerCount_ = 0;
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goog.object.forEach(this.getLayerRenderers(), function(layerRenderer) {
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@@ -425,80 +409,16 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
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context.bindBuffer(goog.webgl.ARRAY_BUFFER, this.arrayBuffer_);
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var locations;
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for (i = 0, ii = layersArray.length; i < ii; ++i) {
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layer = layersArray[i];
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layerState = frameState.layerStates[goog.getUid(layer)];
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if (!layerState.visible ||
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layerState.sourceState != ol.source.State.READY ||
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viewResolution >= layerState.maxResolution ||
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viewResolution < layerState.minResolution) {
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continue;
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if (layerState.visible &&
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layerState.sourceState == ol.source.State.READY &&
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viewResolution < layerState.maxResolution &&
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viewResolution >= layerState.minResolution) {
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layerRenderer = this.getLayerRenderer(layer);
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layerRenderer.composeFrame(frameState, layerState, context);
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}
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var useColor =
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layerState.brightness ||
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layerState.contrast != 1 ||
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layerState.hue ||
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layerState.saturation != 1;
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var fragmentShader, vertexShader;
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if (useColor) {
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fragmentShader = ol.renderer.webgl.map.shader.ColorFragment.getInstance();
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vertexShader = ol.renderer.webgl.map.shader.ColorVertex.getInstance();
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} else {
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fragmentShader =
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ol.renderer.webgl.map.shader.DefaultFragment.getInstance();
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vertexShader = ol.renderer.webgl.map.shader.DefaultVertex.getInstance();
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}
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var program = context.getProgram(fragmentShader, vertexShader);
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if (useColor) {
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if (goog.isNull(this.colorLocations_)) {
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locations =
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new ol.renderer.webgl.map.shader.Color.Locations(gl, program);
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this.colorLocations_ = locations;
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} else {
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locations = this.colorLocations_;
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}
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} else {
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if (goog.isNull(this.defaultLocations_)) {
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locations =
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new ol.renderer.webgl.map.shader.Default.Locations(gl, program);
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this.defaultLocations_ = locations;
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} else {
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locations = this.defaultLocations_;
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}
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}
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if (context.useProgram(program)) {
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gl.enableVertexAttribArray(locations.a_position);
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gl.vertexAttribPointer(
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locations.a_position, 2, goog.webgl.FLOAT, false, 16, 0);
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gl.enableVertexAttribArray(locations.a_texCoord);
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gl.vertexAttribPointer(
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locations.a_texCoord, 2, goog.webgl.FLOAT, false, 16, 8);
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gl.uniform1i(locations.u_texture, 0);
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}
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layerRenderer = this.getLayerRenderer(layer);
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gl.uniformMatrix4fv(
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locations.u_texCoordMatrix, false, layerRenderer.getTexCoordMatrix());
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gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
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layerRenderer.getProjectionMatrix());
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if (useColor) {
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gl.uniformMatrix4fv(locations.u_colorMatrix, false,
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layerRenderer.getColorMatrix(
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layerState.brightness,
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layerState.contrast,
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layerState.hue,
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layerState.saturation
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));
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}
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gl.uniform1f(locations.u_opacity, layerState.opacity);
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gl.bindTexture(goog.webgl.TEXTURE_2D, layerRenderer.getTexture());
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gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
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}
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if (!this.renderedVisible_) {
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